摘要
In the walkthrough of virtual environments, the number of polygons consisting the virtualenvironments often far exceeds the rendering capacity of graphics pipeline with interactive frame rates.One solution is to reduce the number of primitives before they are sent into the graphics pipeline by ex-ploiting various optimal rendering techniques. Since no single such technique can achieve satisfactoryframe rate, frameworks for integrating several optimal rendering techniques are needed to solve theproblem. In this paper ,some frameworks and the data structures needed by them are discussed in detail.And one kind of proposed framework suitable for PC is presented 1in this paper.
In the walkthrough of virtual environments, the number of polygons consisting the virtual environments often far exceeds the rendering capacity of graphics pipeline with interactive frame rates. One solution is to reduce the number of primitives before they are sent into the graphics pipeline by exploiting various optimal rendering techniques. Since no single such technique can achieve satisfactory frame rate, frameworks for integrating several optimal rendering techniques are needed to solve the problem. In this paper,some frameworks and the data structures needed by them are discussed in detail. And one kind of proposed framework suitable for PC is presented in this paper.
出处
《计算机科学》
CSCD
北大核心
2000年第9期87-90,66,共5页
Computer Science
关键词
漫游系统
虚拟环境
集成框架
PC
优化技术
绘制
Walkthrough, Visibility ,Level of detail, Virtual reality ,Virtual environment